Difference between revisions of "Drop-In/Drop-Out"
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Revision as of 10:23, 19 November 2009
The one-sentence "definition" that should be in italics.
Short paragraph giving the description of the pattern while not referring to any other patterns.
Contents
Examples
Using the pattern
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
The sub headings below should be added if feasible.
Diegetic Aspects
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
Interface Aspects
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
Narrative Aspects
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
Consequences
What effects a patterns has on a design.
Relations
Can Instantiate
Gameplay Design Pattern Template , Gameplay Design Pattern Template
Can Modulate
Gameplay Design Pattern Template , Gameplay Design Pattern Template
Can Be Instantiated By
Gameplay Design Pattern Template, Gameplay Design Pattern Template
Can Be Modulated By
Gameplay Design Pattern Template, Gameplay Design Pattern Template
Potentially Conflicting With
Gameplay Design Pattern Template, Gameplay Design Pattern Template
History
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.
References
References to external sources.
Microsoft patent regarding one type of Drop-In/Drop-Out in games